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Repeated Action (every bar) ?

Is it possible to trigger a specific action repeatedly? I am not on the beta, so talking "soon old" Loopy Pro here. My guess is once the new version with MIDI looping is out this will be no problem at all ;-)

Comments

  • edited June 21

    @catherder said:
    Is it possible to trigger a specific action repeatedly? I am not on the beta, so talking "soon old" Loopy Pro here. My guess is once the new version with MIDI looping is out this will be no problem at all ;-)

    I am using this for a click track to synchronize an external sequencer. The click is a one shot sample that I want to trigger repeatedly.
    For now I have loaded the click into a clip and adjust the speed with a widget. This works most of the time. Extreme slowdown is problematic because both the Speed and the Rate setting will distort the pulse form.

  • edited June 21

    Use midi and a non sample sound source? To be clear: use a midi sequencer inside (or outside loopy) that sends a midi note (pulse) to a non sample sound source
    AuGENX or a simple synth that has noise a tone and a fast enough envelope.

  • wimwim
    edited June 21

    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    Your speed control widget should then target the project tempo.

    Now you just need to tap the one-shot to set it running or to stop it. Or, you can do that with project wide follow actions on start and stop clock.

    If you want to do it independent of project tempo, that’ll take a bit more thought.

  • edited June 21

    @audiblevideo said:
    Use midi and a non sample sound source? To be clear: use a midi sequencer inside (or outside loopy) that sends a midi note (pulse) to a non sample sound source
    AuGENX or a simple synth that has noise a tone and a fast enough envelope.

    That's what I have done in the past - and will do again now. My app of choice is Tal Aviram's Tick Metronome. It's open source, fairly low CPU and runs as an AUv3. You can load your own samples. In my case the sync pulse sample from my Volcas. Thanks to the dev, he even included it to the factory samples of "Tick" a while ago.
    I was only wondering if there is a native Loopy Pro solution for this problem. I'll use "Tick" until the new Loopy comes out.

  • @wim said:
    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    I tried that, but the delay / quantization did not work. I always got undelayed rattling loops. Maybe a bug in the current version of Loopy. But I have now reverted to the old way of using Tick metronome as a click source.

  • wimwim
    edited June 21

    @catherder said:

    @wim said:
    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    I tried that, but the delay / quantization did not work. I always got undelayed rattling loops. Maybe a bug in the current version of Loopy. But I have now reverted to the old way of using Tick metronome as a click source.

    Out of curiosity, I tried in the App Store version and it works without any issues I can find. Did you use quantization, or a delay on the action?

    nvm. I see you have an alternative.

  • @wim said:

    @catherder said:

    @wim said:
    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    I tried that, but the delay / quantization did not work. I always got undelayed rattling loops. Maybe a bug in the current version of Loopy. But I have now reverted to the old way of using Tick metronome as a click source.

    Out of curiosity, I tried in the App Store version and it works without any issues I can find. Did you use quantization, or a delay on the action?

    nvm. I see you have an alternative.

    I used quantization. But I just tried the delay. It works, but it’s not synced to the beats. I can start it on time with play quantisation but it seems to drift very slowly out of sync once started. Probably because of total time = delay + action processing time.

  • @catherder said:

    @wim said:

    @catherder said:

    @wim said:
    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    I tried that, but the delay / quantization did not work. I always got undelayed rattling loops. Maybe a bug in the current version of Loopy. But I have now reverted to the old way of using Tick metronome as a click source.

    Out of curiosity, I tried in the App Store version and it works without any issues I can find. Did you use quantization, or a delay on the action?

    nvm. I see you have an alternative.

    I used quantization. But I just tried the delay. It works, but it’s not synced to the beats. I can start it on time with play quantisation but it seems to drift very slowly out of sync once started. Probably because of total time = delay + action processing time.

    Delay without quantization will gradually drift since it is not locked to the clock. It is possible to set up quantized repeating actions. Sometimes, you need to have two actions, a first to delay execution and a second action quantized to the desired interval. I generally use stepped dials for for repeated action. I will have an empty step so that the dial can be idle. Then step 1 is an action quantized to the desired interval followed by an action with a small (let's say 1/8th note) delay that advances the dial to step 2. Step 2, just triggers step 1. I usually have a step 3 that resets the dial to the nothing step.

  • @espiegel123 said:

    @catherder said:

    @wim said:

    @catherder said:

    @wim said:
    Assuming you want the click to match the project tempo …

    You can add your sound as a one-shot with time stretch off. Next, add a follow action on Play Clip. Set it to play > this clip, and set a one-bar delay on the action.

    I tried that, but the delay / quantization did not work. I always got undelayed rattling loops. Maybe a bug in the current version of Loopy. But I have now reverted to the old way of using Tick metronome as a click source.

    Out of curiosity, I tried in the App Store version and it works without any issues I can find. Did you use quantization, or a delay on the action?

    nvm. I see you have an alternative.

    I used quantization. But I just tried the delay. It works, but it’s not synced to the beats. I can start it on time with play quantisation but it seems to drift very slowly out of sync once started. Probably because of total time = delay + action processing time.

    Delay without quantization will gradually drift since it is not locked to the clock. It is possible to set up quantized repeating actions. Sometimes, you need to have two actions, a first to delay execution and a second action quantized to the desired interval. I generally use stepped dials for for repeated action. I will have an empty step so that the dial can be idle. Then step 1 is an action quantized to the desired interval followed by an action with a small (let's say 1/8th note) delay that advances the dial to step 2. Step 2, just triggers step 1. I usually have a step 3 that resets the dial to the nothing step.

    Thanks a lot. This works 💯!

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